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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
commit | 48ec3a869029bad34773516df193519a4fe9103a (patch) | |
tree | 9539b9a849a2bf5dbb7c407b754d7fae2fcbcfd7 /gfx/gl/shaders/basicShader.fs | |
parent | Merge branch 'assimp' (diff) | |
download | ilt-48ec3a869029bad34773516df193519a4fe9103a.tar.bz2 ilt-48ec3a869029bad34773516df193519a4fe9103a.tar.xz ilt-48ec3a869029bad34773516df193519a4fe9103a.zip |
Rename lots of shader files
Names and paths still not perfect, but better and the weird name missuse is gone
Diffstat (limited to 'gfx/gl/shaders/basicShader.fs')
-rw-r--r-- | gfx/gl/shaders/basicShader.fs | 54 |
1 files changed, 0 insertions, 54 deletions
diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs deleted file mode 100644 index 57eaba2..0000000 --- a/gfx/gl/shaders/basicShader.fs +++ /dev/null @@ -1,54 +0,0 @@ -#version 330 core -#extension GL_ARB_shading_language_420pack : enable - -include(`materialInterface.glsl') -include(`geometryOut.glsl') - -layout(binding = 0) uniform sampler2D texture0; -layout(binding = 1) uniform usampler2DRect material; - -float map(uint mapmode, float value) -{ - switch (mapmode) { - case 0u: // Repeat - return fract(value); - case 1u: // Clamp to edge - return clamp(0.0, 1.0, value); - case 2u: // Mirror - discard; - case 3u: // Decal - if (value != clamp(0.0, 1.0, value)) { - discard; - } - } - return 0; -} - -vec2 map(uint mapmodeU, uint mapmodeV, vec2 value) -{ - return vec2(map(mapmodeU, value.x), map(mapmodeV, value.y)); -} - -vec4 getTextureColour(uint midx, vec2 uv) -{ - if (midx > 0u) { - const vec2 tSize = textureSize(texture0, 0); - const vec4 sPosSize = texture(material, uvec2(0, midx - 1u)); - const uvec4 sMode = texture(material, uvec2(1, midx - 1u)); - const uint mapmodeU = sMode.x & 0xFu; - const uint mapmodeV = (sMode.x & 0xF0u) >> 1; - uv = (sPosSize.xy + sPosSize.zw * map(mapmodeU, mapmodeV, uv)) / tSize; - } - return texture(texture0, uv); -} - -void -main() -{ - vec4 textureColour = getTextureColour(Material, TexCoords); - float opaque = step(0.5, mix(textureColour.a, 1, Colour.a)); - gPosition = vec4(FragPos, opaque); - gNormal = vec4(Normal, opaque); - gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque); - gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a); -} |